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Sovera

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Everything posted by Sovera

  1. Is there a way to remove this? What is this about turning off haste and does it help?
  2. I was messing around with the radiation build to incorporate procs, but I don't know if it is Pines lying to me, but the numbers don't seem super interesting. Considering the brouhaha about procs I'm leaning on Pines. But it shows my regular slotting in Cosmic Burst with just one proc doing 253 damage, and triple procced as doing 285. Neutrino Blast with my usual slotting without procs as 113 and triple procs as 130. I was leveling the radiation version since I had already done the elec before, but it's not clicking with me. Only level 33 so far, but the sapping was more useful than the -def, although the -def will allow for -res procs. I can't seem to get Hasten to be perma though it's not a big deal either. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build!
  3. Do you have a link to that? I'd like to see how to improve this further.
  4. If I wasn't chasing for global recharge I would try that. Triple proc goodness ought to be lovely to watch. But global recharge fuels a lot of the build(s) and neither radiation nor elec has a KD we can tie a Force Feedback to. Much like you I too build always considering solo/random pugs. In a static group we could min max but with randoms who may or may not be min maxed, may or may not have powers slotted with -res... Same reason we softcap via set bonus instead of having a static group with 8xManeuvers.
  5. One thing to consider is that mechanically speaking Radiation plays in a similar fashion. The difference being in how Thunderous Blast is a fireball effect and Atomic Blast is a PbAoE, but otherwise both have a targeted AoE and a PbAoE sharing the same cooldowns and numbers across the board with radiation being generally faster to animate. The secondary effects are also different. Elec can and does sap enemies even without trying, but this works more on inconsequential targets. It is common to see enemies sapped dry and no longer attacking, but it is also common to either kill them before this happens, or them ignoring the effect such as AVs, or even EBs. What Radiation has is a -defense effect that usually fails to have much use since we usually have abundant accuracy from sets. But it allows to slot -res effects which will increase our damage, but also of the team (assuming they don't have them slotted as well because they do not stack). In the Pylon thread over the Scrapper forums the best numbers are always attributed to managing to sneak in -res procs. With one of these slotted in to feed the ST chain and another (different one so they stack with each other) in Atomic Blast we receive a bonus, which is the fact that -res is the only effect that increases a proc's damage. A Fulcrum Shifted character will do the exact same proc damage, but one attacking a mob with a -res effect will do that bit extra. And we are sort of proc heavy without having gone overboard. I initially leaned towards Elec since it possessed a sapping effect, but as I played I realized the sapping is not all that useful so now I can't really say which one is really best, though gut says Radiation. Radiation version of the build. Slightly worse Hasten but at 125 seconds I still consider it acceptable: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build!
  6. I love you guys. It's been so very long since the last news I had started to give up up on the game being worked on. Sentinel still has wrong information in the text boxes and bugs in powers not doing what they says they do, and a player in the forums having worked out how the Offensive Opportunity is so gimped.
  7. These are good changes in my book. As someone who took Stealth to enjoy complete stealth with the IO I was headscratchey at finding my Hover doing less 5 MPH with it turned on, which prompted another respec.
  8. For those who read my last build where I lamented over the fact its AoE was weak this is what I came up with. It pleases me on the AoE front though losing the 'fun' and beastly survivality that the Sonic/Bio boasted from an early stage. There are several persons in this thread that helped refine the build, between help with Ageless tips and alternative slotting, but @oldskoolis the one I'm going to name as the one who pushed and paved the way towards the triple proc alternate. The early iteration was an Elec/Ninjutsu that turned into a Rad/Ninjutsu for the ability to slot more procs. The real difficulty here is the theme, as my friend mockingly asked 'So, you're a ninja who throws radioactive beams?' Well, listen here you little sh-.. Ahem! My early builds focused heavily on /bio for the yummy 30% extra damage, though /bio has some great defensive tools in Rebuild DNA and Ablative shield to the point of making everything else extraneous. No need for Defensive Stance, no need for Parasitic Leech. This came at the cost of only having defenses up to 33% and needing to munch on a small purple inspiration to render me softcapped. This *usually* worked fine but it became annoying if I happened to run out of purples which was *very* noticeable in combat. Even with inspiration combining binds this happened enough to annoy me. So I switched to Ninjutsu. Easy softcap to the point I didn't even take the fighting pool. Endurance clicky (very useful while leveling. Still useful to pop between packs), heal (okay heal, nothing special), built in stealth (sure, why not?). The alternative would be Super Reflexes but it lacks a built in heal even though it boasts of an absorb shield. In my testing Aid Self simply did not keep up with the damage though. The reasoning was simple: instead of doling out purples and be in danger if I run out I instead run on reds which makes up for the offensive output of /Bio. This has worked very very well. The build boasts of not having the Fighting Pool which minimized the useless powers in it. One thing Pines was tripping me was saying that Shinobi-ri can not be used with Combat Jumping, but after testing they do work together. The build could have used Energy Aura and it's still something to consider because the heal in Ninjutsu is weak (IMO). It's a nice pick-me-up but it is not going to save anyone if the going gets tough. But EA is typed and after several Bio builds I was getting a bit sick of worrying about picking small bonuses to 36 different damage types (for example, it will always have a toxic and psi weakness though neither is a popular damage type). Still, with EA's built-in recharge bonus and its heal having a big regen component to it I will probably work on an alternate build using it. I play a Council farm when in a farming mood (I prefer Council since they run to me, where fire mobs tend to stay at a distance plinking at me. In either case neither fire nor Council mobs hurt in the slightest) and I don't think it lags much behind traditional farming builds. With the T4 Musculature and T4 Degenerative I kill a pack with 10 seconds (no bosses) to spare for my nuke to recharge, which covers nicely travel distance to the next pack. For those newer to the game working towards getting the +1 shift from Incarnates is a big big damage boost since +4 enemies turn into +3. This alone increases the damage and the accuracy factor by a lot. I started with Neutrino Bolt and eventually changed to X-Ray Beam. The ST chain worked fine, so it's a matter of picking Offensive Opportunity or Defensive. With @Sunsette having done research on Offensive and showing there is no huge gain on either at the very end-game just pick which one you care more. Don't hurt yourself trying to level with X-Ray Beam because it has a longer recharge than Neutrino and at the low levels there will be a biiiiiig gap. But, I think, after obtaining Proton Stream it is fine to switch Neutrino to X-Ray Beam because boy, is Neutrino bad or what? Caveat, in the low levels we favor burst damage more than sustain and having that extra damage tick may be more welcome. Make an informed choice though. X-Ray Beam does do a bit more base damage and the defensive Opportunity makes Endurance a non thing, but Ninjutsu's endurance clicky can take care of business allowing for Neutrino Blast and still allowing for the Destiny Incarnate to be a free pick. Chain Fences shines well in how it keeps everything clustered (do let them surround you first) but it also recharges so fast and is well slotted that an AV putting on a Benny Hill tape will find itself stuck in place before they can get going since AVs are weaker to immobilizes than they are to holds. The AoE rotation can be a simple Aim, Irradiate, Neutron Bomb (this gives times for mobs to come out of their stupor and rush to surround us), then Nuclear Blast, Irradiate, Chain Fences, Neutron Bomb and keep going until all are dead. Move Chain Fences up the list if mobs are starting to run earlier than that. In teams skip the fancy and just Aim, Nuclear Blast, Irradiate, Neutron Bomb. Pick a hard mob, Proton Stream, go back to Irradiate and Neutron Bomb. The opener ST rotation I am using is Aim, Proton Stream, Atomic Blast, Cosmic Burst, Proton Stream to ensure all fit in Aim. After that it's just Proton Stream, Cosmic Burst, X-Ray Beam until Aim has recharged. Overall while neither the build nor its results are nothing earth shattering (4 minute pylon kill) considering the cost of what went into it it does prime for its ease of use. ST attacks are triple procced for extra damage, nuke is up every 26 seconds, Chain Fences keeps stragglers from straggling, all the AoEs are circular and can be spammed, Lightning Field just ticks away while we're doing our thing, softcapped defenses defend, and both HP and endurance clickies keep us topped, which leaves the user free to use a movement bind to combine insps into reds. The last iteration of the build: - Softcap achieved, but without much of a buffer. Ninjutsu's DDR is poor, IMO. A hit or two and are cascading failuring hard. This leaves several options to explore. A) Ageless Radial Epiphany will make Hasten perma and have us chockful of DDR while also doing some minimal DPS increase. I will post my tests about this further below. No particular DPS increase, though the DDR aspect is still valid and perma Hasten is welcome. Having Aim and the T9 up sooner is helpful when in a team and the debuff resistance protects against sappers such as Freakshow (the endurance clicky is almost enough to keep up with Freakshow though). B) Barrier Core Epiphany will give a large defense boost and resistances. But, you might ask, we already are defense softcapped, won't the extra defense be useless? Yes and no. Yes, we won't make use of the extra defense past 45% (or 59% in incarnate content). But no since the extra defense will act as an absorb shield for our regular defense in terms of DDR,. Barrier also grants extra resists which will make us survive better. C) Rebirth. Large heal and regen to heal back the hits that we do take. In my experience playing the game I seldomly got whittled down little by little until I died which is where Rebirt would shine. It tends to be insta kills such as routinely standing in the middle of +4 ITF spawns without a hitch for the whole TF and suddenly one of the small fat bosses doing a spinning leap crit that kills me dead from full to empty on 1685 HP. That tells me that Barrier is going to be the smarter move to mitigate the nature of such deaths. But do we plan for the 5% deaths or the remaining 95% of the game? Decisions, decisions. Make an informed choice though. Smarter move? Get all three and use according to what content you're doing. - Resistances buffed where possible making for a near EA level of 23% S/L, a meaty 40% to Fire/Cold which is by accident, but welcome for dem farms, then 19% energy, negative, 33% toxic and 40% psi. I worked towards this because as I was leveling I felt squishy as hell when my softcapped defenses were punctured through. - 1658 HP. Get dem accolades. Yes, it's dull, but it's a 200 HP boost. There is a guide on these forums. The OP is a bit sparse but there are more comments after it that flesh out the thing. - All ST attacks are triple procced. The attack chain has just a small gap with Hasten up, not enough to use a weaker attack in the interrim. This is a two minute improvement on a pylon kill (six minutes with a 'normal' slotting) from the original build, so definitely go this route. - Hasten brought down to 128 seconds, which is acceptable, and perma if going with Ageless. - A substantial 3.84 endurance recovery (Hero Designer does not account for Performance shifter, but it's another 0.24 + 0.43 from Panacea on top of 3.17 native) which is helped by Defensive Opportunity and Ninjitu's endurance clicky... - ...which is good because I have two flex powers I don't know what to do with since I have no slots to spare. I took Tactics and Assault and they are probably too end heavy for what they provide, but between the native end recovery + Defensive Opportunity + Ninjitsu's endurance clicky it is more than fine. I did Pylon testing a few times already and even after 4 to 6 minutes of wailing on one I never had to use the endurance clicky. This despite running NINE toggles. The endurance never dipped further than 70% and the next Defensive Opportunity simply refilled the endurance bar. The endurance clicky is there for non stop running in missions or farming where we don't do ST attacks as much. Clicking on it as we run to the next spawn has us at full at the start of each fight. The build: To see the binds I am using that allow to have our mez clicky and Hasten going off automaticaly while also combining insps into reds check out this thread.
  9. You ought to have tried a demon thermal then. Still gets healing for pets and team, butthe res shields marry very well with res aura thatthe pets have, plus all the AV kiiling and team buffing tools thermal has.
  10. I ran a Citadel (CAVES!!!) and as usual paid zero attention to whom I recruited as long as they were willing. We ended up with FOUR MMs! IN TINY CAVES! It was glorious and we laughed all the way through it 😄
  11. Speaking of I just did one. Alternated Frost Sleet with Tornado to plink at the pylons without having summoned my pets. Reached the bowl phase and alternated those again to spread out the goodness. pets were mostly fine until they kept chasing mobs so far away they would be out of range and be one shot.
  12. I believe so, but it only hits one target.
  13. Kind words, Nihilii o/
  14. I'd settle for ranged pets staying at range even if they have to wait.
  15. Defenses works as you said, resistance will only work for the appropriate resistance.
  16. Well, that's good to know. It goes against what I have read, but if you have tested it then alright.
  17. From all I have heard Overwhelming only has a *chance* to turn a KB to a KD. Have you actually experimented this in game or were you just assuming it will act like this?
  18. I know you want to be useful, but considering a pylon dies in 4-5 seconds does it really matter? Plink it to get contribution and move along with the herd to the next pylon. This mostly shows how the MM has fallen behind with the game's evolution. Pets don't have a travel power, so even so much as using Hover will leave them behind, and if we switch to Fly we might as well forget having them for the next pack. By the time they have arrived someone has used their T9 and there are but a few scattered mobs left.
  19. ? Elaborate, my TL;DR fellow.
  20. You still have an Overwhelming Force in Tornado instead of Sudden Acceleration, (despite having read how overwhelming is only a *chance* of turning KB into KD I tested it to be sure and it worked just fine in Tornado, with the bonus of adding damage to it) and do you really feel that replacing Tactics is a good gamble? Your pets will be -1 and -2 and you haven't particularly slotted them for accuracy.
  21. Why the overwhelming force instead of Sudden Acceleration in Tornado? You have nothing to heal yourself or your pets. Is the plan to drop insps on them? I feel like dropping Dual Wield for O2 would help more than trying to fish for FF procs. Hasten is already near perma and a single FF proc from Tornado will do the trick. Other than these little quibbles I think you have a lovely build here. I particularly like how we can go around in Bodyguard mode and just let the pets go nuts, because Storm is doing damage during the alpha. With other MMs I'm forced to drop out of BG to direct the pets. In fact, I'mma make one this moment. Altitis, GO! Edit: Btw, from what I recall reading BG mode just tacks on 75% resists, it does not add 75% on top of what resists we have. That means depending on how much time you spend in BG mode chasing resists may not be all that useful.
  22. I tried a BR/SR thinking it would be a beast in defensive terms, but found the lack of self healing too much a problem. Throwing the character at a +4x8 had it die very very fast with Aid Self unable to keep up between interrupts (a single interrupt IO wasn't of much help) and the low-ish 30% heal despite being a fire farm (no cascading failures) and being softcapped. Much like Oldskool I believe Ninjutsu to be the near perfect secondary and the more I play Bio chasing the 30% extra damage mirage the more I think it so. In the end my Bio builds require me to keep purples to softcap which could be reds instead, and that by itself replaces the 30% damage boost of bio.
  23. It is very good. Typical panic button, you click it and you're near immortal. But I found that I very rarely needed it to the point it sat there not being used. If you want a panic button that is it though. But I find when I die it is rather instant instead of being whittled down. In a team we hardly need the purple inspirations less alone a panic button. Solo I found just Ablative was enough to mitigate the damage with Rebuild DNA for recouping HP (not strictly necessary since Ablative boosts our regen as well). In particular with this build who has a ton of self healing from the primary as a Sentinel (in AoE situations).
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